Sunday, 29 January 2012

Contextual Studies: History of the Game Controller

Controllers are what allow players to interact with video games, they are the input device that controls gamer movement and manipulation.

Controllers: The Early Years
Joysticks allowed 8 directional movements, (up,down, left, right and angles) with the movement of a protruding vertical stick gripped with the fist. The Atari 2600 was one of the first machines to popularize the joystick, they were bulky with a heavy base but were able to be disconnected from the console so users could replace any faulty controllers, this also meant Atari 2600 could use various other controllers such a paddles and balls. These paddles were some of the early developments of analog control, instead of translating movement into digital signals the analog controllers used potentiometers which detected the speed of gamer paddle manipulation.

Controllers of the 80's and 90's

Advanced Motion Gaming Controllers
Eye Toy
The EyeToy is a color digital camera device, similar to a webcam, for the PlayStation 2. The technology uses computer vision and Gesture Recognition to process images taken by the camera. This allows players to interact with games using motion, color detection and also sound, through its built-in microphone.
Wii
Kinect
Move
http://www.videogameconsolelibrary.com/art-controller.htm
http://en.wikipedia.org/wiki/Eye_Toy

Thursday, 12 January 2012

Contextual Studies: The History of Sony

Sony was founded by two men in Tokyo in 1946, engineer Masaru Ibuka and physicist Akio Morita. Originally named Tokyo Tsushin Kogyo (Tokyo Telecommunications Engineering Company), in the crippled economy of post war Japan, Ibuka and Morita made a living repairing radios and manufacturing small numbers of voltmeters whilst looking to develop a future in designing and manufacturing new electronics.


Most of the salaries were paid out of Ibuka’s small, and dwindling, savings. To stay in business, they had to do something. After the war, the Japanese were hungry for news around the world. Many had war-damaged radios, or ones that had had the shortwave unit disconnected by the military police to prevent from tuning into enemy propaganda. Ibuka’s factory repaired radios and made shortwave converters or adapters that could easily make medium-wave radios into superheterodyne, or all-wave receivers. Demand for such radios was rapidly increasing 
- Sony Insider

Perhaps surprisingly, their first electronic innovation was an automatic rice cooker. Ibuka desired to create things for everyday life and since the war plants had closed down, there was more electricity than was needed at the time. It was a primitive product that produced mostly under cooked or over cooked rice which meant its success was limited but it was the first in a long line of innovations which continue today. 

global_tupianku_pic11_s

Ibuka and Morita were global thinkers. They realised the need for a global brand which crossed cultural and language borders in order to expand the business in the US and later Europe


Due to another company using the name TTK, the duo had to come up with a new name, which is where Sony was born. The name Sony derives from the Latin word sonus meaning sound and the English word sonny-boy - a term used by the Americans in the 1950's to denote a bright youngster. It was chosen for its simple pronunciation that is the same in any language.

The first Sony branded product was the TR-55 Transistor Radio which went on sale in 1955. This was the worlds first all transistor radio.

Sony produced many other ground breaking products for the technology era, including the first Triniton Colour Television in 1968, the worlds first CD player in 1982, the first consumer-use camcorder digital video camcorder in 1995 and the next generation high capacity optical disc "Blue-ray Disc" recorder in 2003. These are just a few of the historic Sony milestones.
Below is a link to all of Sonys Product and Technology milestones

The History of the Sony Playstation

The origins of PlayStation go as far back as 1988, when Sony was working with Nintendo to develop a CD–ROM add–on for the upcoming Super Nintendo console, to be called the Super Disc. 
Relationships between the two soon collapsed when a day after SONY revealed its console, Nintendo announced that it would be breaking its partnership with SONY, opting to go with Phillips instead but using the same technology. An infuriated Sony President, Norio Ohga, then appointed Ken Kutaragi (a sony executive promoted from his hardware engineering devision) the responsibility of the development of the Playstation project to rival Nintendo. The development of the Playstation faced a lot of critisism from the video games industry and at a meeting to decide its fate on whether to retain the project or not, Kutaragi had to remind SONY executives of the humiliation they suffered from Nintendo, in order to retain the project. 


Sony used the Super Disc technology as the basis for its own 'PlayStation', then still a combined CD/SNES cartridge–playing system. 
200 were manufactured, but the machine was quickly scrapped and Sony's PlayStation R&D team (headed by one Ken Kutaragi) went back to the drawing board. The rest, as they say, is history.





In December of 1994, the Playstation was released in Japan and faced tough competition from Segas Saturn and Nintendos upcoming Ultra 64. 






Sales of the PlayStation had sky rocketed and were appearing all over homes in Japan and Europe in 1996, largely due to price reductions and the humorous SAP'S (Society against Playstation) commercials.

Humorous advertising has proved successful throughout the Playstation years, with the infamous Kevin Butler adverts for the PS3 being popular in today’s culture.


At the start of 1998, worldwide software shipments hit a gargantuan 200 million units and, by the end of the year, hardware production was nearing the magic 50 million mark.

April saw the launch of the next evolution of the PlayStation controller: the Analog Controller – or DualShock as it's known by most. The twin analogue sticks provided scope for superior control in future titles, while the built–in vibration function meant that you could now effectively feel the effects of the action on–screen.

By August it was officially declared the standard controller for the console.



On 2nd March, SCE announced that the research and development on the "next–generation PlayStation" was completed. It was confirmed that the new console would feature a state–of–the–art 128–bit Central Processing Unit – the "Emotion Engine" – at its core. Sure enough, on September 13th, SCEI confirmed that its new home computer entertainment system PlayStation 2 would be launched in 2000, and would feature DVD playback, full compatibility with PlayStation games and USB ports to cater for all manner of accessories.


In 2000 Sony released not one, but two consoles, the PS one and the PlayStation 2.
Launched to coincide with the fifth anniversary of PlayStation Europe, Sony had taken advantage of the technological advances and crammed the inner workings of the PlayStation into  a smaller sized PS one. This smaller size lead to the launch of an attachable LCD screen for portable use. The PS one was my first console and holds many nostalgic memories of Croc, Rugrats and Final Fantasy series to name a few.




As for PlayStation 2, the new wonder machine was making tsunami waves in Japan following its release in March, with sales hitting close to 1 million in just two days. North America followed in October, where 500,000 units were shifted in the first weekend alone.


As sales continued to flourish in 2001, it was clear that PlayStation not only had the technology to be successful, but they also had the software shown in the success of titles such as Burnout, Devil May Cry and Grand Theft Auto 3.
Ever keen to emphasise that PlayStation 2 was and is home to the greatest titles, SCEE entered into exclusivity deals with three major companies. Between April and June, Disney Interactive, Square and Sega all signed deals whereby SCEE would publish the trio's most hotly–anticipated titles, including Virtua Fighter 4, Final Fantasy X, and Kingdom Hearts.


In 2002, both consoles had sold so well, that it was estimated that one out of 5 households in Europe owned a PS one or PlayStation 2. 2002 also stood out as a year for extremely strong original titles including Kingdom Hearts.

2003 saw the start of online playing with the release of the Network Adapter which allowed players to connect their PlayStation 2's to a broadband connection and play a host of compatible titles. The most popular of these initial titles, the game SOCOM: US Navy SEALs, a tactical third-person shooter where players could fight to the death. An accompanying USB headset allowed players to dish out verbal commands.


2005 saw PlayStation celebrate its 10th Birthday, and commemorated the occasion with the release of the PSP (PlayStation Portable). This year was also when the first announcement on the PS3 was made.

http://www.sonyinsider.com/2009/03/16/one-of-sonys-first-products-a-rice-cooker/
http://en.wikipedia.org/wiki/PlayStation
http://www.sony.co.uk/article/id/1060176719725
http://www.sony.co.uk/hub/european-graduate-programme/3/1
http://www.sony.net/SonyInfo/CorporateInfo/History/
http://www.historyofplaystation.com/main_en_GB.html

Wednesday, 11 January 2012

Interactive Narrative: Final Script

Once I finished my basic script, it became apparent that this will be too much work to complete within the timeframe therefore I have decided to focus on one section of the story. I will focus on the assassin creeping into the guarded palace.

EXT: CITY ROOFTOP - SUNSET
Assassin is standing on top of a tower, looking down across cityscape towards the Palace being framed by the setting sun. Talking to herself, she goes through her plan as she moves across the city rooftops.

ASSASSIN 
My target, the empress, who has ruled over this city, and brought my fellow people to their knees in poverty and fear…is in there, all my training comes down to tonight, But first of all I need to get inside.

EXT: PALACE OUTSKIRTS
Assassin looks up and notes numerous guards, two guarding the front door, several on the roof and one standing at a side door, while serving girls and other staff enter carrying food etc. 

ASSASSIN
If I take out that guard, I could get in through that window, or I can blend in with those serving girls and get in that way.


INT: PALACE SIDE DOOR
Assassin joins a group of serving girls and enters a kitchen/food preparation area. She sees an ajar door and sneaks through, climbing some stairs.
GUARD
Halt! You’re not allowed up there!

Two more guards appear behind the assassin as she thinks to herself

ASSASSIN
(to self)
I could take them out, but not before one of them would call for help. No, I can’t risk making a commotion, or my target might hear it and flee
(to guards, sweetly and innocently)
Hehe, oops, sorry, I must have gotten lost, thank you for helping me

Assassin flashes a flirty smile at the guards as she heads back towards the kitchen.

ASSASSIN
Well I can’t get in this way

RETURN TO PALACE OUTSKIRTS
Two options screen

EXT. WINDOW - SECOND OPTION
Assassin climbs the wall and swiftly takes the guard out before jumping onto the balcony/window. And enters a long corridor. Foot steps are heard coming from the end of the corridor. Assassin scans the corridor and decides to hide behind a nearby curtain. The footsteps get louder and the assassin can hear the guards conversing about her target.

GUARD 1 (in hushed tones)
Phew, I’m glad that shift is over, I hate guarding the empress’ 
GUARD2
Yeh, me too,  the guy before you got the noose just because he stood on her robe.
ASSASSIN (talking to self)
She must be that way then
INT: CORRIDOR
Guards disappear around the corner and the Assassin jumps out hiding and heads in the direction of where the guards came from.

INT CORRIDOR 2:
At the end of the corridor a guard is standing with his back to assassin. 

ASSASSIN (to self)
I need to get passed this guard, but how?

GAME SCREEN
CHOICE ONE: THROWING KNIVES
CHOICE TWO: SMOKE BOMB

CHOICE ONE:
Assassin pulls out a throwing knife from a pouch tied around her waist, and throws one straight into the guards neck. Guard falls to his knees and finally onto the ground making a clatter as he falls. Assassin begins to approach the body. 
GUARD (off screen)
What was that?

Assassin freezes in her tracks as a guard appears in the archway beside the body

GUARD
Stop! Assassin!

A charge of footsteps is heard from both directions of the corridor as the Assassin turns and flees out of a nearby window

GAME SCREEN
Mission Failed

INT CORRIDOR 2:
At the end of the corridor a guard is standing with his back to assassin. 

ASSASSIN (to self)
I need to get passed this guard, but how?

GAME SCREEN
CHOICE ONE: THROWING KNIVES
CHOICE TWO: SMOKE BOMB

CHOICE TWO:
Assassin pulls out a small vial from a pouch tied around her waste and throws it at the guards feet. Guard coughs and turns, to come face to face with the Assassin. Before he has time to draw breath the assassin is dead on the floor. The Assassin pulls the body behind a nearby curtain, and reappears wearing the guards uniform. Assassin stands where the guard had been standing as a group of guards walk passed. Assassin walks towards the edge of the balcony. Below is a grand hall, filled with rich people, guards and servants.

ASSASSIN (to self)
Now, my target, the empress is in here…somewhere…

TO BE CONTINUED

Wednesday, 4 January 2012

Interactive Narrative: Style Research

Tron



Superbad Video
Even music videos use comics and graphic novels as their inspiration.

Interactive Narrative: Setting Research



Ideas for setting
Iran/Persia

Turkey

Morocco



Saudi Arabia

Interactive Narrative: Story

I have decided to stick with the historic, Middle eastern/Morrocan theme for my story.

ASSASSIN STORY

A young boy is running through the streets, being chased by palace guards, clutching a package of some sort under his arm.  (This should set the scene)

Boy runs down a dead end alley and Guards catch up to him and order him to drop what he stole

Guard 1: “Halt! You have committed a crime against our city and our great lady empress (could be male or female, grand name to show power and importance) (show the empress) 

Young Boy looks fearful and pleads “Please sir, my family have no food…”

Guard 2: “Theft is theft, and everyone knows the punishment”

Fear strikes the young boy and he panics and tries to give the loaf of bread back

Young Boy “Please, take it, I wont do it again I promise”

Guard 2: “Thievery is against the law and law breakers like you will be made an example of under his/her majesties orders”

Guards close in as the boy huddles up and mutters “please, please” Screen/panels start to darken until turning completely black as the boy waits for his defeat

Boy is still sitting huddled up, he opens one eye with confusion as to how he is still alive.

He suddenly sees the two guards bodies slumped on the ground, either unconscious or dead.
Boy looks around and then up to see the figure of the assassin (first time we see her)

Assassin “Go home, quickly, and take that” (points to bread) 

Assassin disappears and boy is left.

NOW ASSASSIN

EXT. CITY STREET
Assassin runs across city rooftops, leaping across buildings and glides across wide street on an over hanging rope. Assassin reaches Palace walls and scans the area. Numerous guards are dotted around the palace, three ways in are apparent. 

Assassin joins a group of serving women and enters the palace through the serving quarters. 

Assassin copies other servants as they pick up trays of elaborate food and follows them into a large hall decorated and filled with guests. Assassin spots her target and gives the option of which weapon to use.

choice 1: Dagger
Assassin makes her way towards the target pushing through the crowds of people, she comes into close range and plunges the dagger into the targets back. 
Fail
choice 2: Use Poison
Assassin adds poison to a cup of wine and presents it to the target which she takes. Assassin quickly leaves the party out of a nearby window, hearing screams of the target being dead
Success
choice 3: Use projectile weapon (dagger/knife etc) 
Assassin makes her way up staircase and looks down on the party, she fires weapon (crossbow/throwing knife etc) civilian suddenly moves in front of the target and takes the (weapon) to the head
choice 4

Lecture: Sequential Art and Visual Narrative

To support our Interactive Narrative project, we were given a lecture on Sequential Art and Visual Narrative. Within this lecture we learnt how the sequence of different images create stories and how the sequence can effect the narrative.

We were introduced to the "Kuleshov Effect", named after Lev Kuleshov, an influential filmmaker in the mid-twentieth century Soviet Union. Kuleshov conducted an experiment in which he filmed a close up shot of an actor with no expression and then presented this next to three separate scenes. One of a bowl of soup, another of a woman in a coffin and another of a child with a small bear. When shown to an audience, the viewers believed the actor to be so talented to portray different emotions with little facial movement, even though it was the same clip shown after each scene. 




  This is a video of Hitchcock explaining the Kuleshov Effect. When we see the two clips, one of the scene and one of the actor, our brain automatically tries to relate the two together to make sense and create a story. In the example of Kuleshov, we assume the actor is ravenous and hungry when he sees the soup, even though he could be thinking anything and is not necessarily looking at the soup.

The sequence in which images are shown also effects the story we create in our heads. 

 
These are two separate images from "Miffy" but when put together they begin to create a story.
This image looks like Miffy has painted a picture and has hung it on the wall.

However, if we swap the images round...
 
...it now looks like Miffy has seen a painting and been influenced by this to draw.

The order of images are so important because, as this example showed, it can greatly effect the narrative.

We also learnt about how different shots, such as close ups, can be used to tell different things. As the saying goes "A picture can paint a thousand words." 
A close up can show a characters feelings by their facial expressions, where as a longer shot can show setting and environment. 

http://kubrickfilms.tripod.com/id21.html

Drawing: Perspective

Scan in images from sketchbook

Interactive narrative: Assassin Idea

I have decided to stick with my original Assassin Idea to develop and I have come up with multiple settings.

Futuristic

Modern

Historic

Fairy Tale

Other Ideas:

Choices to make
How to break in:
  •  Front Door
  • Roof
  • Window
Reaction to guards
  • Sneak by
  • Distract
  • Knock out
  • Kill
Where to hide from Target:
  • Behind the door
  • Under bed
  • In cupboard
How to kill/Weapon of choice:
  • Break neck
  • Poison
  • Sword
  • Throwing daggers